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#31
Colonial Space Map Discussion / Re: Custom Map #11645: Decorat...
Last post by Johnny Haywire - January 01, 2026, 03:32:58 PM
Awesome!

Well, if this is one of your first maps then I'm really looking forward to what else you'll come up with. And if you're new to the game and already beating maps like this then that's even doubly awesome. =)
#32
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Johnny Haywire - January 01, 2026, 03:28:00 PM
Nice PAC demolition run! As the description says, this is a very easy one. Just run over everything with creeper and gain momentum as you go.

You can go straight across the bottom if you like. Once you get to that final row on the right you'll have so many emitters you can spam an almost infinite amount of spores, or creeper if that's what you prefer.

Great way to start the New Year, for sure.

Thanks for the map! =)
#33
Colonial Space Map Discussion / Re: Custom Map #11664: CSM B-2...
Last post by Johnny Haywire - January 01, 2026, 02:30:11 PM
I think there are only two emitters that can be upgraded - the one by the CN and the other blue emitter north of the CN. It upgrades with AC from the base, and for some reason it didn't seem to upgrade unless the CN was almost full of AC.

I enjoy these CSM-style maps!

Thanks for the map! =)
#34
Colonial Space Map Discussion / Re: Custom Map #49: Nihon
Last post by Johnny Haywire - January 01, 2026, 01:25:26 PM
OOooo, enjoyed this map immensely! Not insanely difficult but probably too difficult for an average player.

It's like a very mild Sorrontis map.

Save before you nullify anything and think about your next move.

Thanks for the map! =)
#35
Colonial Space Map Discussion / Re: Custom Map #11664: CSM B-2...
Last post by toolforger - January 01, 2026, 01:24:48 PM
Um... how do I connect the upgradable emitters?
Tried left-clicks, right-clicks, waiting for level-10 AC, waiting for level-10 power, putting relais directly near them, nothing worked.

The energizer did work, but that's not "connecting" and it cannot reach all upgradable emitters anyway.
#36
Colonial Space Map Discussion / Custom Map #11664: CSM B-21 Ha...
Last post by AutoPost - January 01, 2026, 09:15:41 AM
This topic is for discussion of map #11664: CSM B-21 Happy New Year 2026


Author: builder17
Size: 99x99

Desc:
This map introduces ore-upgrading for AC emitters. Connect to them and send some AC from your command node to upgrade. AC requirement for each upgrade is slightly increased. 1 terrain height = 10 creeper Click the Help Bar on the left side for help on that topic. Or just move your mouse over the icons to find the objects of that kind. #CSM #EdgeConnection #UnitSpawner
#37
Colonial Space Map Discussion / Custom Map #11663: Sequins 1 P...
Last post by AutoPost - December 31, 2025, 06:12:26 PM
This topic is for discussion of map #11663: Sequins 1 PAC


Author: IronJohnLogan
Size: 256x256

Desc:
Sequins PAC 1 for New Years 2026 EASY #PlayAsCreeper #GuppyPacDefence
#38
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by Johnny Haywire - December 31, 2025, 12:26:10 PM
Wow, this is a great map! Dunno how I missed this map back in the day but it's a great challenge.

Since the difficulty is maybe 8/10, I wouldn't recommend this if you're not a skilled player.

I landed in the middle section, but that might not be the only place you can land and set up shop.

*Warning: this topic has not been posted in for at least... 8 years* lol

Thanks for the map! =)
#39
Farsite Colonies / Custom Map #5935: Good Luck. ...
Last post by AutoPost - December 31, 2025, 08:09:32 AM
This topic is for discussion of map #5935: Good Luck


Author: Bob
Size: 320x200
DISCUSS ON DISCORD
#40
Colonial Space Map Discussion / Re: Custom Map #11645: Decorat...
Last post by Tamohl - December 30, 2025, 09:08:43 PM
Thanks for enjoying my map!

I agree that I enjoy this version much better than the first ('Decorating the Tree'). The first is certainly more of an easy, just have some fun kind of map (and has a shortcut element for anyone with good eyes) but this map takes them all away. It's a tight start, but I found building straight power until just before the spores start launching then like 10 beams on the first half gets me through it. Priority is to actually expand to the other half so the spores don't focus down that left side, as eventually they will overwhelm the beams.

When I was first trying to solve this map, I had the same trouble too with getting a foothold at the start of the tree, but shields are certainly the answer.

I too enjoy maps with forges, mostly because the firing range is actually horrible at level 0 I can't stand it, but since the whole map basically is power zones after the first push it's not very noticeable here.

-Tamohl